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xml3d.js supports the standard browser image formats as textures. Some platforms support compressed texture formats as an WebGL extensions. Most desktops support e.g. S3TC format.
xml3d.js should:
Support proper setting of textures delivered in a compressed texture format
Decode compressed textures if used in a Xflow dataflow that requires to access pixel data
Encode supported texture formats in the HTTP request thus the server can send textures in the best available representation
The library looks good. Seems to have some code for crunch too which would be a nice extra feature :) This is binary parsing so its gonna be quite fast but with a large amount of mipmaps it might still last a while. I would utilize WebWorkers here by default, so that might be good to implement first to the loader interface.
xml3d.js supports the standard browser image formats as textures. Some platforms support compressed texture formats as an WebGL extensions. Most desktops support e.g. S3TC format.
xml3d.js should:
Library that could be used:
https://github.com/toji/webgl-texture-utils
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